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Castlevania: Belmont’s Curse Boss Order and Weaknesses (What’s Confirmed)

By Freedom251 Team · · 9 min read

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There is no officially verified full boss order for Castlevania: Belmont’s Curse yet. The Fallen is confirmed as the opening-chapter boss and the only boss in the reported demo. Six bosses are officially identified, while a community checklist proposes 18 encounters, including repeat fights. Treat that longer route as provisional rather than a definitive launch sequence.

The currently documented counters are equally limited: The Fallen’s spinning cross can be interrupted with a precisely timed melee strike; Medusa (also called The Prophetess) is countered by looking away from her petrifying gaze and staying on the upper platform; and Carmilla (whose Arcana name is The Occultist) uses a curse that limits hits independently of HP. Reliable, source-backed weaknesses have not been established for the remaining reported bosses.

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What is confirmed about the roster

As of 18 October 2026, the available evidence does not establish a canonical sequence for every boss in Castlevania: Belmont’s Curse. A community order guide explicitly notes that Konami has not published an official boss order or boss count. That means names, repeats and even the final number of encounters should be read as current guide information, not as a confirmed launch-build checklist.

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The Fallen is the confirmed opener

The Fallen is the boss of the opening chapter. It is also the only boss available in the demo described by the game’s hub coverage, making it the one encounter whose position is clear even while the rest of the route remains unsettled.

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Six names are officially identified

A separate bosses guide identifies six officially confirmed bosses: The Fallen, Joan of Arc, Medusa, Isaac, Carmilla and Death. “Officially confirmed” here means those names are identified as part of the game; it does not provide an official order for all six or settle how many times each appears.

Why different counts appear

Community coverage refers to 14 or more named bosses and 16 or more fights, while the longer checklist below contains 18 encounter entries. The discrepancy comes partly from repeat encounters with Death and Isaac. Until a launch-build roster or an official list resolves those repeats, 16 and 18 are competing reports rather than dependable totals.

Community-reported boss order

The following is the sequence published by a community order guide. It is useful as a provisional route map, but every position after The Fallen should be treated as unconfirmed.

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Encounter Reported position What can be said confidently
The Fallen 1 Confirmed opening-chapter boss; only demo boss reported.
Joan of Arc 2 Officially identified name; position comes from the community checklist.
Medusa 3 Officially identified; also called The Prophetess in strategy coverage.
Death (first fight) 4 Officially identified; this is the first of two reported encounters.
Isaac (first fight) 5 Officially identified; a second Isaac encounter is reported later.
Carmilla 6 Officially identified; her Arcana name is The Occultist.
Talos 7 Reported in the checklist; no reliable weakness is established.
Brauner 8 Reported in the checklist; no reliable weakness is established.
Succubus 9 Reported in the checklist; no reliable weakness is established.
Mammon 10 Reported in the checklist; no reliable weakness is established.
Arthur 11 Reported in the checklist; no reliable weakness is established.
Saint Louis 12 Reported in the checklist; no reliable weakness is established.
Eleanor 13 Reported in the checklist; no reliable weakness is established.
Doppelganger 14 Reported in the checklist; no reliable weakness is established.
Death (second fight) 15 Repeat encounter reported by the community checklist.
Isaac (second fight) 16 Repeat encounter reported by the community checklist.
Dracula 17 Reported in the checklist; no reliable weakness is established.
Dracula — Beast Form 18 Reported as a separate final-form encounter; launch status is unconfirmed.

This table should not be used as proof that every player will see exactly these 18 fights in this order. It is the best-described community sequence currently available, and the repeated Death and Isaac entries are the main reason published totals differ.

Why the order matters for progression

Boss victories do more than mark story progress. Each defeated boss is sealed into an Arcana tarot-card ability. Those victories expand Rose’s toolset, and specific Arcana can gate access to later areas. In practical terms, the route determines when a movement, combat or utility option becomes available, so a different order can change both exploration and build planning.

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Do not assume that a boss’s apparent elemental theme tells you which Arcana will solve the next region. The important planning question is whether the ability earned from a victory opens a path or supports the way you are building Rose. Keep notes on newly acquired Arcana and revisit previously blocked routes rather than treating the checklist as a one-way march.

Documented weaknesses and counters

Only three encounters currently have specific, source-backed practical counters. They are summarized here without turning guide observations into unverified elemental weakness claims.

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Boss Documented counter Important limitation
The Fallen Strike the thrown, spinning cross with a correctly timed melee attack. A successful hit breaks the projectile and briefly staggers him. Swinging too early fails; timing is the mechanic.
Medusa / The Prophetess Turn away when she is about to meet Rose’s gaze. Keep Rose on the upper platform to avoid the reported tail attack. Rolling or jumping does not replace looking away from the gaze.
Carmilla / The Occultist Manage the curse counter and use the stagger window that follows her rage phase to deal damage. The curse binds a number to Rose and limits how many hits she can take independently of HP.

How to beat The Fallen

Recognize the spinning cross

The Fallen’s notable projectile is a thrown cross that spins as it travels. The documented response is not a dodge-first strategy: meet the projectile with a melee strike at the correct moment. A successful contact breaks the cross and briefly staggers the boss.

Use timing, not panic swings

  1. Watch the throw animation and wait until the spinning cross is in striking range.
  2. Press the melee attack so the weapon intersects the cross, rather than swinging as soon as the throw begins.
  3. When the cross breaks and The Fallen staggers, use that short opening for damage.
  4. Reset your spacing after the stagger instead of assuming the interruption ends the attack cycle.

The guide’s warning is specific: an early swing does not produce the break. If the cross passes through Rose, concentrate on reading the release timing before attempting another interruption.

How to beat Medusa (The Prophetess)

Turn away from the gaze

Medusa has no reported elemental weakness. Her defining threat is the petrifying gaze. When she is about to meet Rose’s gaze, turn Rose away so the characters are not looking at each other. This is a facing check, not a generic evasive maneuver.

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Why a roll is not enough

Rolling or jumping may move Rose through space, but neither action substitutes for looking away. If Rose remains visually aligned with Medusa during the gaze trigger, a roll can still leave the counter unresolved. Make turning away the first response, then reposition once the danger has passed.

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Prefer the upper platform

The tail attack is reported to trigger only on the lower platform. Staying on the upper platform therefore removes that specific threat and leaves the gaze as the mechanic you must actively manage. This is a positional advantage, not proof that the upper platform makes every attack harmless.

  1. Keep Rose on the upper platform whenever the arena allows it.
  2. Watch for the moment Medusa is about to meet Rose’s eyes.
  3. Turn Rose away before the gaze connects; do not rely on a jump or roll alone.
  4. After the gaze sequence, face the boss again and use the opening your build provides.

How to beat Carmilla (The Occultist)

Understand the name

“The Occultist” is Carmilla’s Arcana name, not a separate boss. Guides that use both names are referring to the same encounter.

Track the curse separately from HP

Carmilla’s curse binds a number to Rose and limits how many hits Rose can take independently of her normal health bar. Treat that number as its own survival resource. A full HP bar does not guarantee that Rose can absorb another hit if the curse allowance has been exhausted.

Read the listed attacks

The documented attack set includes blood spikes, a blood wave and a slab smash. Give each telegraph room instead of trying to trade damage through the attack, because the curse makes every allowed hit especially valuable.

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Exploit the rage-phase stagger

After Carmilla’s rage phase, she is reported to stagger. That is the clearest documented damage window. Preserve your strongest attack or Arcana option for that opening rather than spending every resource while she is still in the dangerous portion of the cycle.

  1. Check the curse number before committing to an exchange.
  2. Identify whether the next telegraph is blood spikes, the blood wave or the slab smash, and move out of its line.
  3. Avoid unnecessary contact so the curse allowance is not consumed by chip damage.
  4. When the rage phase ends and Carmilla staggers, deliver concentrated damage.
  5. Return to defensive spacing and repeat the pattern instead of assuming one stagger ends the fight.
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What is known about the other reported bosses

No reliable, source-backed weakness table is currently available for Talos, Brauner, Succubus, Mammon, Arthur, Saint Louis, Eleanor, Doppelganger, Dracula, or the repeat Death and Isaac encounters. That absence matters: it is safer to say “not established” than to assign an elemental weakness based on a boss’s name, appearance or a single player theory.

Talos may test movement as much as damage

One review describes Talos as a traversal-heavy encounter involving timed movement through trap rooms. That description indicates a fight built around platforming pressure as well as boss damage. Prepare to read room timing and hazards, not just search for a damage-type matchup.

Use a no-speculation rule

  • Do not respec or spend rare Arcana resources solely because an unverified guide claims a weakness.
  • Watch for telegraphs, arena hazards and phase changes before deciding what to equip.
  • Record which Arcana actually improves survival or access in your own run.
  • Separate a confirmed mechanic, such as Medusa’s gaze counter, from an inferred preference for a weapon or element.

This approach remains useful if the launch build changes the roster, inserts optional fights or alters a repeat encounter.

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A practical way to plan your route

  1. Start with the confirmed anchor. Expect The Fallen in the opening chapter; the demo coverage places no other boss before it.
  2. Use the community checklist as a hypothesis. Keep the 18-entry sequence available for orientation, but mark every post-Fallen position provisional.
  3. Log each Arcana reward. Because victories can gate later areas, write down the ability gained and test previously inaccessible paths.
  4. Prepare counters, not elements. For The Fallen, practice melee timing; for Medusa, practice turning away and hold the upper platform; for Carmilla, reserve resources for her post-rage stagger and monitor the curse number.
  5. Reassess after repeats. The second Death and Isaac encounters are central to the 16-versus-18 uncertainty. Do not assume a repeat has identical timing, rewards or role without observing the version in your build.
  6. Verify against your build. If a room, name or order differs, prioritize the encounters and Arcana actually present rather than forcing the checklist to fit.

Common mistakes when following boss guides

Treating a fan sequence as an official walkthrough

The community order is valuable because it gives players a working map, but it is not an announcement from Konami. Presenting it as canonical can make an optional branch or a changed launch encounter look like an error in the game.

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Confusing an Arcana title with another boss

Carmilla and The Occultist are two labels for one encounter. Counting both as separate bosses inflates the roster.

Calling a counter an elemental weakness

None of the documented counters is an elemental chart result. The Fallen’s counter is a timed melee interception, Medusa’s is facing and positioning, and Carmilla’s is curse management plus a phase-based stagger window.

Assuming every fight is a damage race

Talos is specifically described as traversal-heavy, with timed movement through trap rooms. A route that ignores platforming hazards can fail even if Rose’s damage output is adequate.

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Bottom line on the current order

The safest answer is conditional: The Fallen is the confirmed first boss; six names are officially identified; and the widely circulated 18-entry sequence is a useful but unverified community checklist. Use it to anticipate possibilities, not to claim a final count. For weaknesses, rely on the three documented mechanics—timed melee against The Fallen’s cross, gaze avoidance and upper-platform positioning against Medusa, and curse-and-stagger management against Carmilla—and treat every other reported weakness as unconfirmed until the game or a reliable guide documents it.

Quick Recap

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